Stellaris
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Admiral Level Skills
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17.194 MB
2017年6月23日 22時59分
5月5日 1時10分
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Admiral Level Skills

解説
ALS makes your 6-6-6-6 Admiral dream come true!
For Stellaris version 4.0.
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[paypal.me]



[discord.gg]
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As you may know in 3.10, admirals are now part of the commander group. That literally function the same way like we know.
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Compatibility
Standalone, no vanilla files altered.
namespace = als
global_flag = als_started


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This mod
Savegame Compatible.

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Why this mod appear?

In EU4, we can have 6-6-6-6 stats legendary General.

In Stellaris, we have max skills Admiral that +30% Fire rate, with additional leader traits.








...feeling that Admiral could be more than that, I made this mod.
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What is this?

First, this mod adds the base-4-stats for every Admiral in game:
  • Accuracy - The higher status is, the better they are at aiming and tracking for their fleet.
    *It can level up by destroying&disengaging hostile ships.

  • Flexibility - Higher status means such Admiral is good at sublight and FTL.
    *Can level up every time go FTL with a number of ships.

  • Shock - Fleet that Admiral assigned has chances to disengage or fight to the last ship, based on their Shock levels.
    *Can level up during battle.

  • Siege - Increase the damage the fleet gives toward the planet.
    *Can level up in times of war and bombarding the planet.

    Only Admiral who is assigned in a fleet can gain the traits.
Strategy, Tactic traits also available for every Admiral to use:
  • Strategy - Give stable bonus that never expires. It also provide ally of the same system bonus.

  • Tactic - Time-limit and situational, and can gives a battle advantage when using well.
    *There are 25 tactic traits for admiral to use, some of them are exclusive by empire & species traits.

Once the Admiral level up to skill level 5, they can learn with Tactical traits. To do that, command their fleet to dock one of your colony orbit to change their power.
You can always change their abilities, as long as you have a viable colony, and enough Influence for it.


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Current Localisation
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Special Thanks to

Legendary 6-6-6-6 General from EU4
6-6-6 Heir with Strong claim from EU4
0-0-0 Potato Ruler from EU4

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Check out my other mods!










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If you noticed grammar error or typo, please let me know and point it out, thank you!
199 件のコメント
joshuajrutt 3月12日 1時28分 
Hey Jasonpepes, just wanted to mention that I love this mod and your recent updates to it!
Roland 2月3日 11時38分 
Looks very tasty! Thank you, and good work, More please?
perl 1月15日 23時14分 
good mod
joshuajrutt 2024年12月19日 23時18分 
Great mods, thank you!

How do they stack? For example,
1) the +10% fire rate from triggerfinger, does it apply to the attached fleet and then when it triggers for all fleets in the system does that count as a different buff that applies to the attached fleet as well, making it +20% for the fleet with the admiral and +10% to everyone else?
2) If I have 2 admirals in a system with triggerfinger, do they stack with each other or overwrite?
3) If they trigger at the beginning of the month but last 90 days, does that mean they get stronger and max after 3 months, or just refresh and overwrite?

Thanks again Jasonpepes!
Tizferatu 2024年11月13日 20時21分 
There's a but in ALS onactions. calling events in on_jump_drive assumes fleet scope, but it's actually ship scope for that on_action.

Not 100%, but I think it can be fixed by wrapping events = in this.fleet {}
WMK1234 2024年9月21日 4時57分 
3.13 compatible?
A-Sartek 2024年6月15日 19時55分 
In multiplayer if a fleet lands on a planet (and opens the menu) it disconnects the other players with random_counts that are somewhat constant at least one every in-game month even after resyncing etc. (The error below repeats multiple times, also causing lag).

[22:25:13][containerwindow.h:88]: interface/als_window.gui: Could not find buttonType "tts_button" in window "als_window".
[22:28:16][graphics/pdx_entity.cpp:1218]: cybernetics_01_starbase_starport_entity has no attach point named part4
[22:30:49][trigger.cpp:487]: invalid scope for trigger. got [fleet], expected {country}. file: in scripted trigger check_als_selected_trait_flag at file: common/button_effects/als_button_ui_effects.txt line: 324 line: 1
[22:32:51][event.cpp:849]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=2539
opener_id=4294967295
random={ 0 3006579608 }
random_allowed=yes
taloN 2023年12月1日 17時32分 
I'm gonna be honest, I have no idea how this mod works regarding the Strategic and Tactic Selection screen. I've successfully completed 5 battles and it allowed me to level the admiral up but the skills I selected and potentially wasted influence on are just stuck showing "Activating" lol
Hulls 2023年11月16日 10時58分 
Love these mods and really appreciate the work you put into them. And i was wondering what your plan is with the 3.10 changes. Are you going to change these mods or just leave them as is for use with previous versions of the game? Mind you i don't know if they work with the leader consolidation or not, i have not tried yet just the single CTD so far to see if the DLC borked Mods i use.
democracy's little pogchamp 2023年7月15日 8時58分 
So for anyone curious how this does work with the new leaders, it's almost entirely lateral, as it was before. Its systems still track and apply. Arguably, admirals can be even stronger with stacking modifiers of the same type now, eg stacking focuses with strategies, but other than that there isn't too much direct overlap between 3.8/Paragons vanilla and this system.

At least, this was true at time of writing on 14 July; things may have changed.